And here I thought everyone knew about the hitbox viewer :V
Just downloaded the game last night, and I’m pretty impressed with it. Game seems a lot of fun. I’ve been screwing around with Kurumi with Kanae, mostly because I can’t do her loop with Eko. And I was wondering, if it possible to jump out of Kanae’s man hole assist on wake-up?
Yes you can, you can also 4d proxy guard it on wakeup.
By the way, if others are interested in modding, looking for hitboxes, exact damage numbers, etc… this is the method I used:
- Download Fighter Maker 2 at http://rapidshare.com/files/125004440/fm2nd.rar
- Hex-edit every file of the game, changing the first seven bytes from 2DKGT2G to 2DKGT2K. This “unlocks” them so that FM2 can recognize them. (Side note: nearly every English-language hex editor chokes on unicode file names; I had to rename them, hex-edit them, and rename them back.)
- Run FM2 through AppLocale (this may not be necessary if your game normally runs fine without AppLocale)
- Load the .kgt file in FM2
- Hack away.
- Save the results (do not “Make Game” or “Test Game”).
- Run the unchanged game exe to see your results in action.
Note that the names of any in-game resources (moves, sprites, sounds, etc) are still in Japanese but all the FM2 mechanics remain in English. It’s still quite workable if you aren’t familiar with Japanese.
Hex-editing every file is a little tedious. It may not be strictly necessary to edit the files that you don’t plan to touch. (Specifically, the demos and stages have very little interesting information, but I don’t know if you’ll corrupt a file by failing to unlock them.)
I might be a retard, but I cannot seem to find anything that’ll let me save replays in the lunaport folder. I looked at all the text files and the closest thing I could find is RecordReplayDefauly=0. I have no idea what to change said value to, if this is even the right option to be messing with.
And to add to that, I dunno HOW to save replays at all :sad:
EDIT: I figured out how to get Lunaport running, but it can’t find the exe. I have Lunaport in the same folder as the exe and the name of the exe is the same as the name in the lunaport config settings. Grr
EDITEDIT: Screw it, I just deleted the lunaport for now
How tedious are we speaking here? I was interested in testing some frame data for Saki, but wasn’t sure how to approach it. Stuff like start up frame data, active frame data, block stun, etc etc. Is it possible to uncover that kind of info using fighter maker 2?
did you try renaming the .exe to game.exe(change the .kgt also to game.kgt)? and changing the lunaport.ini to match that
I tried that + the stuff that H-F Blade told me about, but it comes down to the Non-Unicode stuff. I have to use AppLocale to get the exe to run in the first place. Well, time to bust out the camera for low-quality combos (lol j/k)
:sad:
So I actually decided to practice the Kurumi/Eko loop in practice mode. My mind was blown at how surprisingly easy it was.
Hey H-F, I tried out Luna and blazed through Hard Mode lol. She seems easy mode, but I haven’t done any advanced combos or anything like that, just basic Luna. I can cheat and get Speed Shooting by inputting 623B/C instead of doing the actual 236 B/C input lol. The dp motion forces me to do the input faster than I would with 236.
And Lilith just keeps getting scarier. 5B/2B mixups into command throws or 412XX are GDLK. Walk up free60 off of 5B/2B?!? Madness!!! Also, for her stun combo with Juliette, it seems specific timing/positioning in the corner triggers the stun. Like, if I do it all legit in the corner, the stun chicky will get red, but not actually stun. But if I let them fall a certain way and Juliette connects with the second 3D just right, then they get stunned. It’s weird trying to explain it :l I will do a low-quality recording tomorrow once I get off work, just to show how it works.
The repeated hex edits aren’t that tedious, but there’s a learning curve with respect to the actual editor.
Here’s a screenshot of a sample piece of Saki’s data: http://i189.photobucket.com/albums/z292/mlahut/saki-example.gif
The current action being examined is Saki’s 236E super. The main row at the top, with various one- and two-letter abbreviations, is the script that gets run. “I” is image, “O” is generate object (i.e. a petal, a dust cloud, or other frill), “M” is force character movement… there are a lot of scriptable actions and I don’t understand nearly all of them. The main window currently has an image with “wait 3”, which is measured in hundredths of a second.
The numerical stats feeding into these scripted actions are always visible but not always clearly labeled. The learning curve comes in when certain script actions modify a variable, and it’s unclear where that variable is used. And some numbers simply don’t have labels to explain their purpose.
The lower left window, which has focus in the screenshot, is a looping animation of the current action, including sound, special effects, extra generated objects, etc.
The lower right window is a list of all Saki’s possible scripts.
That looks really…detailed. More than I imagined, anyway. Thanks for the tips, I’ll do some tutorial checking online and stuff. Hopefully there’s a simpler version out there or something.
I the game is not letting me map my stick…
I downloaded this last night, and I’m very impressed. I liked the graphics and game play seems pretty good as well. I’m just guessing there is no way to play this online though ? That would make it great
The stick AND buttons don’t work? Or is it just the buttons?
Going into Control Panel > Game Controllers > Advanced and selecting your default game controller/device might the solution to your problem, if not you might want to look into getting xpadder or joy2key (which emulates keyboard functions on your joystick)
There IS netplay for this game although it is still in development but right now its pretty stable, please read the first post
(EDIT: Hayama Akito needs to update the first post with the most recent version of lunaport which is r38)
Latest version of Lunaport can be found on the wiki
English Wiki - http://vp.mizuumi.net/index.php/Main_Page
Done.
Ok I have capped every single replay file I have received. The grand total comes out to roughly 8:05 long. This includes all the infinites/really long loops and the times I pressed the record button too soon because I lost track of how many times a combo got dropped. I’m definitely going to have to cut some of them short, so I’ll do my best to fit all of these into my original time frame (though I think it’s impossible). But I’ll think of something.
get HYPE